The initial ability score distribution is important for our novice Lord of the Pits. Strength gets the majority of the build points (9 out of 22, for a 16 before racial modifiers) because most of the attack rolls this character will make are modified by that ability. Wisdom and Dexterity follow (5 out of 22 each, for a 14 before racial modifiers) because of different reasons: Wisdom is the build's secondary ability, affecting rider effects on Ranger powers and damage output later on; Dexterity is important for feat qualification and for well-roundedness on the defensive side of the ball. Constitution receives the remaining build points (3 out 22, for a 13 before racial modifiers) because of feat qualification purposes, as well as making this build a bit tougher. Intelligence and Charisma aren't used for much in this build, so the remaining 10 and 8 can go in either.

Early in our Lord of the Pit's career, we want to establish two things: solid damage (accomplished by having Broadswords over Longswords), and defense (by taking Armor Proficiency (Chainmail) to make up for the lower Dexterity score). You can't ignore Ranged combat, though, so the Javelin made its way into the build. The skills were taken based on synergy with the character’s primary ability scores and racial bonuses.

As far as powers go, the at-will power Twin Strike is an absolute no-brainer for a damage-based character, and Marauder's Rush covers most of the situations where you can't use Twin Strike. Off-Hand Strike also helps to pile on the damage by providing an extra attack once per encounter. Jaws of the Wolf is an absolutely brutal Daily power; it likely packs enough punch to finish a standard opponent of your level in one fell swoop, and will be doing so for the first half of Heroic Tier.

Discussion: A lot of changes occur at this level. You trade in your Broadswords for the more accurate Bastard Swords you will wield for the rest of your career, and you get you first taste of magic items. At this point, you may not be able to cherry-pick your magic items, but you should be able to grab Dwarven armor: it’s cheap, it provides free-action emergency healing with no spending of a healing surge, and a nice bonus to your Endurance skill as the cherry on top.

As far as power selection goes, the most excellent Begin the Hunt offers a free Quarry, along with a very helpful +2 to hit against it for essentially the entire encounter, which is right up our alley.

Discussion: This is another eventful level; you get your second minor action Encounter Attack Power in Ruffling Sting, giving you the option of a fairly devastating 4-attack turn against an enemy who starts its turn adjacent to you. Additionally, you upgrade your weapons into the enchantment you’ll be using for the rest of your career: Battlecrazed. Not only does it add some hefty damage while you’re bloodied, but it also allows you to make yourself “bloodied” for a couple of turns. Nice.

Discussion: A rather uneventful level, it consists mainly of the armor upgrade to the superior Scale, increasing your two main ability scores (Strength and Wisdom), and the level-based bonus to attacks, defenses, and checks. On the item front, we’re gonna save some money, because what’s available next level is much more appealing.

Discussion:This is a big level for your character offensively; not only do you pick up your second Daily Attack Power in the incredible Snarling Wolf Stance, but you finally get your hands on the mighty Iron Armbands of Power, which add a +2 item bonus to all your damage rolls, establishing your damage as something truly fearsome.

Discussion:This level brings some more significant changes; you get a nice damage boost from Weapon Focus to enhnace your offense, and a nifty Utility power in Weave Through the Fray, which can be used to outright waste an opponent's turn. Additionally, you finally have enough spare gold to upgrade your Ranged weapon and boost your non-AC defenses (NAD's) by buying a nice Neck slot item, as well as get a Casque of Tactics for a nifty +1 to initiative. Be sure to start saving up some gold, though; +2 weapons are expensive.

Discussion:A fairly important level, you pick up Lashing Leaves, which deals solid damage for an Encounter Attack Power, and sets you up for a heck of a lot more damage. The reason why there’s not any major upgrade is that we’re saving some gold for the next level.

Discussion: At this level, the fruits of your ability-boosting labor finally pay off when you receive the bump to your scores that raises the modifier. Additionally, you also receive a bonus to all attacks, an upgrade in weaponry, and an attack bonus in the form of Weapon Expertise. In short, your offensive capacity goes up dramatically at this level.

Discussion: At this level, you receive the awesome Attacks on the Run Daily Attack Power, as well as an upgrade to your AC in the form of some Drakescale Armor. You also keep an on-demand "nova" button in your back pocket in the form of a Blood Fury Long Knife.

Discussion:This level marks the finishing touches on the preparations for the Pit Fighter Paragon Path with the taking of the Fighter Multiclass feat, Battle Awareness, which can grant you an additional attack every encounter (nice to have). Additionally, you pick up the sweet Spot Weakness skill power for a powerful damage boost you can use every encounter. Additionally, you upgrade your backup Ranged weapon and Neck item here.

Discussion: This level marks the beginning of the transformation of this Ranger into a true offensive beast; the mighty Prime Punisher feat allows you to benefit from your Prime Shot bonuses on Melee attacks as long as you are the only party member adjacent to your target, making you a better single-target destroyer than ever before. Additionally, the Pit Fighter Paragon Path grants you 1/2 your level as a damage bonus on your standard action attacks when you spend an action point, marking the tendency toward explosive bursts of damage that will eventually define you. Also, it grants you +1 AC, and the potential multiattack power with dazing in All Bets are Off.

As far as items go, this level is quiet; the Boots of Eagerness hand you a sweet action advantage power. The reason why this level is quiet is because you will need a lot of gold to get the +3 versions of your beloved weapons.

Discussion:This level explores your newfound skill as an isolationist fighter further with the Called Shot feat, which offers you a huge damage bonus for going into a 1-on-1. Additionally, you grab the Deadly Payback Utility Power for some nice retributive force. You’re still saving up some cash to grab your +3 versions of your weapons, though.

Discussion: This level marks your first power-swap: you lose Off-Hand Strike for the more powerful Off-Hand Diversion, which you will keep forever. Also, you finally are able to scrounge up the gold to grab your weapons upgrade, which is much-overdue.

Discussion:This level completes your isolationist training with the advent of Prime Quarry to equalize the bonus to hit from isolation to that you would have by flanking, making isolation the superior alternative. Additionally, your Ranged offense (which also receives a boost from this feat investment) was upgraded at this level, as well as your top two ability scores.

Discussion:This level offers what is one of the strongest attack powers available in 4E; the mighty Blade Cascade, which is power-swapped in for Jaws of the Wolf (which has fallen behind the times). Additionally, you obtain your preferred neck slot item in the Torc of Power Preservation and some mean items in the Backlash Tattoo and the Strikebacks.

Discussion:This level marks an incredible increase in your character's damage potential; firstly, the Pit Fighter's Dirty Fighting feature comes into play, adding your Wisdom modifier (+5 at the moment) to all weapon damage. Secondly, you obtain the Paragon Tier version of the Iron Armbands of Power, which adds an effective +2 more. On the defensive side of the ball, you grab the Ranger's Parry power to provide you with an every-encounter bonus to AC and Reflex against an attack, plus some temporary HP. Additionally, the Armor Specialization (Scale) feat offers you more AC and a speed bonus.

Discussion:This level features investment for the future in the ability score boosts, as well as a solid damage bonus in the Lethal Hunter feat. Again, this level features some gold-saving for the future, because +4 weapons are very expensive.

Discussion: This level features the final gift from the Pit Fighter Paragon Path in the Lion of Battle power, as well as upgrades in offense, defense, mobility, and reliability from the feats and items selected.

Discussion: This level is important in that it grants you the first of your Epic Destiny abilities in Divine Spark, which in turn allows you to grab the all-important Heavy Blade Mastery feat. Another issue of note is the replacement of Prime Quarry in favor of the more universal Improved Prime Shot, as well as defensive gear upgrades. Additionally, you get some reliability in your dice rolling thanks to the Gauntlets of Destruction and a Ranged weapon upgrade.

Discussion:This level continues to focus on isolation in the form of the Prime Hunter feat, granting you +3 to hit, +5 to damage against isolated targets, as well as a great damage stance in Master of the Hunt. You also get some nice extra static damage in the form of Slashing Storm. Additionally, you make your final Head Slot purchase in the form of the Coif of Focus, which can keep you safe from the more devastating status effects in Daze and Stun, as well as a nice way to boost your critical hits in the Aquamarine Solitaire.

Discussion: This level replaces the Ruffling Sting power in favor of the slightly more powerful Nonchalant Collapse. Additionally, the base armor receives another boost in the form of Nagascale Armor (AV), as well as some shiny new scabbards for your swords.

Discussion:This level features investment in the character's future in the form of the ability score boosts and the Rending Tempest feat, which makes the "nova" sequence that much more dangerous. Additionally, the overdue weapons upgrade is completed here (you even get new scabbards for them).

Discussion: While I like Circling Cascade as much as the next guy, the fact of the matter is that 1[W] on one attack over Cruel Cage of Steel is not worth losing one of our current Dailies over, so we stay put here. The only meaningful advancements in this level was the upgrade to the Neck slot item.

Discussion:The effectiveness of your nova hinges on how many attacks you can squeeze off in one turn, so anything that recovers powers is kind of a big deal for you. The main stories here on the item front are the final upgrade to your Arms slot item and a Ranged weapon upgrade.

Discussion:This level grants you the mighty Death Rend power, which takes the place of Untamed Outburst. Apart from that, there are plenty of goodies: you acquire the Belt of Titan Strength, which carries a huge damage bonus you can exploit on your nova turn as well as a spiffy skill bonus, the Greater Ring of Invisibility, which adds stealth and concealment to your repertoire, and lastly, you get the Boots of Speed for a powerful bonus to your base movement.

Discussion:This level features the last ability score boost to Strength and Wisdom, as well as some gold-saving (the last time, I swear). The Robust Defenses feat offers a +2 to Fortitude, Reflex, and Will, but we'll be doing some playing around with this slot...

Discussion: This level features the Ranger "nova" sequence at full power; though Death Rend may be individually mightier than the humble Trip Up, the latter combines with the Follow-Up Blow stance and various ways to recycle Encounter powers for some pretty insane damage potential within the space of a single turn. Addtionally, some of the final offensive and defensive adjustments are made here, including the final upgrade for your armor and weapons (don't worry about Robust Defenses; you'll pick it up again next level anyway).

Discussion:This is basically a victory-lap, let's-go-kill-Orcus sort of level; the build is not made with Divine Miracle in mind (although it can certainly abuse it regardless), and the defensive items have all been purchased. Enjoy your summit of power.

Build Goal and Tactics

The goal for this build is straight-forward; hit a single target as hard as you possibly can. The power selection is geared toward being able to engage and obliterate your chosen prey, with a preference toward fighting him without allies to assist you. Though this build is a solid round-by-round combatant, its true power lies in its ability to "nova", which means to expend a large amount of resources into a single, devastating turn of offense. In this case, this build can eventually churn out enough raw damage to drop any monster in the game right now in a single round once he is fully developed, but you'll be putting up impressive numbers throughout your career.

In a fight, you should use your array of mobility powers to slip by the enemy frontline to whack their squishier targets, with a focus on eliminating them quickly and individually. However, it will do you good to be aware of your fellow party members; you are moderately durable and may be called upon to hold the frontline for a time. You like going it solo when it comes to fighting after Paragon Tier, so all your friends have to do is engage other enemies so you don’t get swarmed and just let you do your work. In a fight with a few strong opponents, it's your time to shine; try to get buffed by your Leader, walk up to that BBEG, and shred his face off!

Questions/thoughts/comments are welcome.

"The best defense is a good offense." -Gen. George S. Patton
Also known as: LDB.
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My 4E CharOp Threads:

Charger Version:

Coming soon...

"The best defense is a good offense." -Gen. George S. Patton
Also known as: LDB.
Got questions on how to build characters for 4E? Check out the Complete Collection of Character Build Links for some advice.
My 4E CharOp Threads:

"The best defense is a good offense." -Gen. George S. Patton
Also known as: LDB.
Got questions on how to build characters for 4E? Check out the Complete Collection of Character Build Links for some advice.
My 4E CharOp Threads:

Shouldn't a Violet Solitaire be included in there somewhere? Or is there a restriction I'm missing that wouldn't make it so that it improved on the combo a little more? Also, wouldn't you want to open with Lashing Leaves instead of Nonchalant Collapse?

Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).

It's because using Lashing Leaves after the action point nets him 15 damage from Extra Damage Action, and he needs Trip Up used before the action point so he can recharge it with Martial Mastery (though I haven't run the numbers to see if using Lashing Leaves first without Extra Damage Action wouldn't still be more beneficial than the current order of attacks)

Couldn't you use a daily item power of some sort to apply proning on Lashing Leaves? That should probably work.

Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).

Unfortunately for me, I burn all 3 of my Magic Item Dailies, so I can't. I also have to open with Nonchalant Collapse because of the whole Trip Up-Martial Mastery business overall. I lose 2 attacks for +16 damage, not a good deal overall, which is why you kind of need the attack buffs.

"The best defense is a good offense." -Gen. George S. Patton
Also known as: LDB.
Got questions on how to build characters for 4E? Check out the Complete Collection of Character Build Links for some advice.
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Just a comment: it would be nice to have a label after Ranger/Pitfighter/Demigod to tell us which version we're looking at. Perhaps you could label them "Ranger/Pitfighter/Demigod: Prime Punisher" and "Ranger/Pitfighter/Demigod: Plays Well With Others" or something like that so we can know which one we're looking at before we start expanding the sblocks.

@runreallyfast: I've got the Teamwork-Friendly Version up. And yeah, the only reason I don't start life with 2 Bastard Sword is moolah concerns, so I just pick up Weapon Focus instead and grab it at L2 (damage is a higher priority for Rangers at L1 as far as DPR is concerned, so I go for Broadswords).

"The best defense is a good offense." -Gen. George S. Patton
Also known as: LDB.
Got questions on how to build characters for 4E? Check out the Complete Collection of Character Build Links for some advice.
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I notice that you don't have a 20th level feat in this build; I would suggest Lethal Hunter, retraining to Devastating Critical at 21st level. Also, I'm pretty certain that Rending Tempest is a better feat at 22nd level than Slashing Storm for this build. The at-will DPR is a tiny bit lower, but the true effect on damage is higher.

Devastating Critical is really good. It has, I believe, more at-will DPR effect than Slashing Storm or Rending Tempest; but, more to the point, being able to get +6 to hit and +9 damage to all attacks from feats, even if it's not reliable, without spending an action point or having a leader around allows you to do high-risk things the round after a lucky critical with a high chance of success.

The truth is that I don't expect this character to have scored a critical in only 19% of previous rounds. The minor-action attacks, the multi-attack daily powers, battle awareness, leader granted attacks, action points, ...I would guess that it's more like 25%.

I did have an L20 feat; it was Paragon Defenses, which I swapped out for Robust Defenses at L21, which in turn was swapped out for Novice Power (Trip Up) at L29, and then re-taken at L30.

Devastating Critical adds all of 1.26 DPR, so it's actually not that hot. Even making the overly simplistic assumption of that Ferocious Critical doesn't improve accuracy, and thus leaves it at a static 65% of hits + crits, you still get 6.14 DPR out of Slashing Storm and 2.47 DPR out of Rending Tempest. Plus, Rending Tempest is important for the nova to reach its target damage; you lose 18d10 damage (average 108) by not having it in the nova.

As for the critical rate assumption, I was just being consistent with DPR being calculated as At-Will spam vs. our resident block of CharOp TofuTM, and the rate is 19% for pure Twin Strike. You are right in that it should be higher overall, but that's a more subjective quantification.

"The best defense is a good offense." -Gen. George S. Patton
Also known as: LDB.
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I don't believe that can be correct, lordduskblade. I am not entirely convinced that we are operating on the same assumptions, though, as I've always trusted your math in the past. Mostly, I don't see why you would ignore the to hit bonus, which is a huge hit bonus. Any feat that gives, on average, +.8 to hit and +.8 to damage is worth taking as soon as possible.

Consider this:

If the Ferocious Critical comes with the primary weapon, you get +4 to hit and +4 damage on 3 attacks. It's possible that you actually gain it on four attacks -- some roll the two halves of Twin Strike separately, and might apply it to the off-hand part of Twin Strike. I don't believe that's correct, but I don't know that it's not.

At 21st level, the Two Weapon Opening attack is a 70% hit chance, averaging 37 damage on a non-critical hit.

the next round Twin Strike is also at a 70% hit chance, averaging 30 damage with the primary and 29 with the secondary on non-critical hits.

Therefore, I reason that the expected value of the extra damage from Ferocious Critical goes like this:Two Weapon Opening: (0.90)*4 (the extra 4 damage on each hit) + (0.20)*37 (the normal damage from the attacks that would not have hit without Ferocious Critical) = 11

Twin Strike: (0.90)*4*2 + (0.20)*30 + (0.20)*29 = 19

This is equivalent to adding 30 critical damage to the primary weapon. You will critical with the primary weapon, and ONLY the primary weapon, in a round 8.1% of the time; so that's an expected additional damage of 2.43

If you critical with the off-hand attack but NOT the primary attack, you will add an equivalent of 19 critical damage. This will happen 9% of the time, so that's an expected addition in DPR of 1.71.

If you critical with both primary weapon and the off hand attack, but not the secondary attack (a solid .9% chance), the value of the extra damage from Ferocious Critical goes like this:

Two Weapon Opening: (0.90)*4 + (0.20)*37 = 11

Twin Strike: (0.95)*8*2 + (.25)*30 + (.25)*29 = 29.95

for an expected DPR increase of .36

If you critical with both the off-hand and primary weapon (another 1% chance), the value of the extra damage from Ferocious Critical goes like this:

Two Weapon Opening: (0.95)*8 + (.25)*37 = 16.25

Twin Strike: (0.95)*8*2 + (.25)*30 + (.25)*29 = 29.95

for an expected DPR increase of .47

There's also the rather remote possibility that you'll manage three consecutive criticals, but I shall leave that out, as being sort of equivalent to the lower expected damage gain when you critical on the first attack in the round after a critical. [/sblock]

Adding this all up, I think the 21st level DPR increase of Ferocious Critical, considering only rounds where Twin Strike is being used, is 4.97 if you feel that it doesn't get applied to the second half of Twin Strike. If you think that it does, 5.83. The 30th level DPR increase of Ferocious Critical should also be about 10% of the DPR of the 30th level build.

This is more DPR than Weapon Focus or Rending Tempest adds in either case; and although it's slightly less than Slashing Storm adds for Twin Strike rounds, in play, given that you do actually attack more than twice per round occasionally, it seems to me that it will usually be more.

edit: Aaauugh, I don't understand how sblock works at all on the new forum.

Um, runreallyfast, old buddy? You said Devastating Critical on the previous post, not Ferocious Critical. I know Ferocious adds more DPR than Two-Weapon Fighting + Two-Weapon Opening, Rending Tempest, or even Weapon Focus (might have been more than Slashing Storm if it weren't for the fact that it increases the latter's contribution when it's active). Devastating Critical adds +1d10 damage on a crit (very underwhelming). I already have Ferocious Critical in the build. I might work towards getting it faster.

As far as sblock is concerned, same as the old forum:

(sblock=whatever title you want)(/sblock)

with [these] instead of (these), of course.

"The best defense is a good offense." -Gen. George S. Patton
Also known as: LDB.
Got questions on how to build characters for 4E? Check out the Complete Collection of Character Build Links for some advice.
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Um, runreallyfast, old buddy? You said Devastating Critical on the previous post, not Ferocious Critical. I know Ferocious adds more DPR than Two-Weapon Fighting + Two-Weapon Opening, Rending Tempest, or even Weapon Focus (might have been more than Slashing Storm if it weren't for the fact that it increases the latter's contribution when it's active). Devastating Critical adds +1d10 damage on a crit (very underwhelming). I already have Ferocious Critical in the build. I might work towards getting it faster.

"The best defense is a good offense." -Gen. George S. Patton
Also known as: LDB.
Got questions on how to build characters for 4E? Check out the Complete Collection of Character Build Links for some advice.
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I may be missing something, but it looks like in your prime punishment version, you are still using timeless locket for standard action attacks. Wasn't it changed in the errata to grant standard actions that can't be used to attack?

Whoops! Missed that bit in the errata. Thanks, man. Nova tweaking time, then! I'll probably go back to the previous sequence that used two minor action attacks and the Torc of Power Preservation (a shame; I liked my bonus to initiative... )

"The best defense is a good offense." -Gen. George S. Patton
Also known as: LDB.
Got questions on how to build characters for 4E? Check out the Complete Collection of Character Build Links for some advice.
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Whoops! Missed that bit in the errata. Thanks, man. Nova tweaking time, then! I'll probably go back to the previous sequence that used two minor action attacks and the Torc of Power Preservation (a shame; I liked my bonus to initiative... )

With all the feats going into Prime Shot, I'm surprised you don't include Prime Quarry somewhere in Paragon. Also, I would MUCH rather have the new lvl2 Utility "Invigorating Stride" than Serpentine Dodge. You still get a move action big shift, plus you get all the benefits of second wind (defense + heal).

You're already heavy on stances, but another option for non-nova rounds might be to take Acolyte Power to pick up Battlefury Stance. The +6 damage in every fight (until you end it) at Epic is nothing to sneeze at.

Prime Quarry was included. It was just retrained out for Improved Prime Shot at Level 21.

The problem with your assessment of Invigorating Stride v. Serpentine Dodge is that you ignored the outlook of the powers, which is forced upon you by the requirements of Invigorating Stride (which doesn't allow you to end the shift adjacent to an enemy). Invigorating Stride has a defensive outlook: shift away and heal. Serpentine Dodge has an offensive outlook: slip past the frontlines and get in the enemy Controller's face, while avoiding retribution with a hefty defensive bonus. And as we know, Rangers only really need 1 or 2 turns to kill something. I would rather have the offense.

I like Battlefury Stance, but the AC penalty hurts, and I'm burning a feat for it (a feat I don't have to spare). I'm gonna have to pass on that.

"The best defense is a good offense." -Gen. George S. Patton
Also known as: LDB.
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My 4E CharOp Threads:

*pant* *pant* The Prime Punisher version of the Pit Fighter has been updated to be at peace with current errata. My damage went down a bit, but that's OK. I may have to make the Teamwork-Friendly Version an Eternal Defender to compensate, though.

"The best defense is a good offense." -Gen. George S. Patton
Also known as: LDB.
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My 4E CharOp Threads:

LDB,Would Legendary Sovereign (MP2) be a good substitude ED for this build?Its level 30 ED feature looks promising if you tag it onto Trip up, make Follow-up Blow deadlier.I am not sure how the math would work out but it might edge out the +2 stats bonuses.

Picking an ED for its L30 feature is a deal-breaker for me; I actually ignore them for the purposes of optimization, mostly because there used to be some really busted ones. Also, giving the power Reliable is nice, but I'd rather have a better chance to hit with it in the first place. Thirdly, the nova damage is barely at the target number (1,660); your proposed change costs me 40 damage, putting me under the threshold.

Accuracy shouldn't be a big concern; just show your damage notes to your Leader, and tell him, "If you give me an attack buff, I can do this to the enemy". You'll get the support you need from the vast majority of people. Consistent and successful novas are more of a team effort than an individual exercise.

If you want an ED other than Demigod for some reason, I suggest Eternal Defender: you won't be as hard to kill as a Demigod and you don't get the Wisdom bonus, but dual-wielding Fullblades is always fun, and great for DPR. This is an especially good deal for the teamwork-friendly version, because it will have lower damage (it helps it compensate), and the increased Melee reach can be better utilized by that build (Prime Punisher requires you to be adjacent).

"The best defense is a good offense." -Gen. George S. Patton
Also known as: LDB.
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Also, consider replacing Battle Awareness with the Cyclone Warrior multiclass feat from MP2. A good boost to your nova, at the cost of a point of AC. On the other hand, extra feat! Or not, if you want to retain your mobility, but you may find yourself able to scrap a different nova feat for something else defensive.

As for the Cyclone Warrior MC feat... Bingo! We're totally going for that one.

"The best defense is a good offense." -Gen. George S. Patton
Also known as: LDB.
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OK, guys, my posts have gotten too verbose to have the build AND the nova turns, so I'm using that last post I placed to display all nova turns for the levels requested by the DPR King Candidates thread for both versions of the Pit Fighter. The L30 nova for the Prime Punisher version is already up.

"The best defense is a good offense." -Gen. George S. Patton
Also known as: LDB.
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Again, a reminder that novas have been moved to the post after both version of the build, and all the pertinent numbers for the Prime Punisher version are available for viewing.

"The best defense is a good offense." -Gen. George S. Patton
Also known as: LDB.
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D'oh! Missed that bit on Cyclone Warrior. Gotta get rid of it, then: it's not useful for the Pit Fighter, since Light Armor would be a death sentence, and Chainmail is not worth having in my mind.

Edit: Fixed! The values are now Cyclone Warrior-free. A shame; I kind of liked that feat, but mobility is important as a Striker, and I'm already above my desired damage value (1,660), so no go on that one.

"The best defense is a good offense." -Gen. George S. Patton
Also known as: LDB.
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A new development: it was recently mentioned to me that the Tyrant's Weapon adds in a whole lot more damage than the Battlecrazed one on our nova turn (+5-6d6 vs. +3d6) when you have Nonchalant Collapse in your power list. I have weighed it, but decided against it because I prefer the greater general utility of being able to use and abuse Battlecrazed even outside of my Daily nova, since the extra damage for it is a property, which is sadly not the case for the Tyrant's Weapon. After all, that 1 glorious round isn't all we're optimizing for.

"The best defense is a good offense." -Gen. George S. Patton
Also known as: LDB.
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Are you sure light armor is a death sentence, L_D? Predator's Hide + your DEX bonus should be good enough to avoid dying horribly at high levels, and any extra damage is good.

Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).

...That's actually something to consider. I'm not a fan of the fact that it'll set me back some more gold (the Predator's Hide property is more expensive than the Dwarven one), and my AC will suck vs. my non-quarries, but not having to wait until L16 to get my speed 6 back is nice.

"The best defense is a good offense." -Gen. George S. Patton
Also known as: LDB.
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Predator's Hide +6 = 45 against your quary, 42 against everyone else. (+3 to all your other defenses as well against your target).Agile Nagascale +5 = 46 AC when you aren't bloodied, 43 when you are (+1 to fort).Dwarven Elderscale +6 = 46 AC all the time.Agile Elderscale +6 = 49 AC when you aren't bloodied, 46 when you are.

Question regarding the level 30 nova for Prime Punisher: why are you waiting to use the action point until after Off-Hand Diversion? Would it not be more effective to use it immediately after expending Trip-Up the first time?

"The best defense is a good offense." -Gen. George S. Patton
Also known as: LDB.
Got questions on how to build characters for 4E? Check out the Complete Collection of Character Build Links for some advice.
My 4E CharOp Threads: